Blazing ShieldSchool Abjuration [Fire, Force]; Level Magus 2, sorcerer/wizard 2Casting Time 1 standard actionComponents V, SRange PersonalTarget YouDuration 1 Minute/levelSaving Throw none (harmless); Spell Resistance no
This spell functions as the Shield spell except it is actually wielded like a shield weather than hovering. You can make slam attacks with this shield that do an additional 1d6 fire damage. Anyone who attacks you and fails to hit you takes 1d6 fire damage as well and must make a reflex save or catch fire.

Notes: Left the sheild bonus to ac static. Seemed to strong for a 2nd level spell with the original wording.

Bleeding DiseaseSchool Necromancy [Evil]; Level Cleric 1, Oracle 1Casting Time 1 Full RoundComponents V, S, DFRange Short (25 ft + 5 ft. 2/level),Target One random creature and upto one aditional creature per level.Duration Special (see Below)Saving Throw Fortitude Partial (see text); Spell Resistance yes
This spell only affects creatures whom have not prayed to the casters diety. Creatures afflected by the spell must roll a fortitude save or contract the below disease. Even creatures that make the save become carriers. This spell can effect a maxamum number of creatures equal to the caster level +1.
Bleeding SicknessType Disease Contact: Save Fortitude dc (as per the spell dc)Frequency 1 per day for 1 DayEffect Sickened for the duration and at the end of 24 hours they take 1 point of damage.

Creatures within the Bloodstorm must roll a reflex save or be blinded until they exit the bloodstorms area of effect and for 1d6 rounds thereafter. Once out they can spend a move action to wipe the blood out of their eyes ending it sooner.

This storm also counts as a severe wind imparting a -4 to ranged attacks and fly checks. See effects of weather for further details.

Creatures Within the bloodstorm take 1d6 points of acid damage each round.

Creatures that fail a will save are Frightened If below 8 hd or less. shaken if above 8 hd or above.

Notes: Itemized the spells effects. they seemed really convoluted in the original description.

Edit: RR1

Last edited by Cliffrice on Sat Dec 10, 2016 6:58 pm, edited 2 times in total.

This spell is similar to the create pit spell, however unlike the Create pit spell the pit created by this spell has no discernible bottom. Also this pit cannot be conjured directly below a creature and is thusly only useful in disposing of creatures thrown or bullrushed into the pit.

Any creature still within the pit at the end of its duration is trapped within the pocket dimension.

As there is no Bottom there is no falling damage.

There is no climbing out of a bottomless pit without the help of a grapple.

Flying creatures are free to fly out.

Edit: RR1

Last edited by Cliffrice on Sat Jan 11, 2014 8:32 am, edited 1 time in total.

Create Bottomless Pit seems like an interesting spell. You haven't put the source on the last few spells. What book did this one come from?

I can't see that a spellcaster could create an infinitely large pocket dimension, but given that the spell has a 1 round per level duration, it should be possible to plug in falling speed and work out how far a PC would fall.

The description (at least your conversion) says that anyone in the pit is trapped in the pocket dimension if they don't get out before the spell ends. I'm wondering what a GM would do if PCs managed to get themselves trapped in a bottomless pit. Is there any hint that this might plug into the cosmology (throwing players into a "Scarnscape" campaign) or would PCs just be stuck there forever.

Cold SnapSchool evocation [cold]; Level druid 3, magus 3, sorcerer/wizard 3Casting Time 1 standard actionComponents V, S, M (A mixture of quicksilver and watter)Range Short (25 ft +5ft/2 levels)Target I creature or object Duration instantaneousSaving Throw none; Spell Resistance yes
This spell cause a sudden catastrophic drop in temperature in one creature or object. the caster must make a ranged touch attack and if successful the target takes 1d6 point of cold damage (max 10d6) and is staggered for one round. Object that survive the cold damage Gain susceptibility to blunt weapons until the end of the next round.

Notes: this spell is very similar to the Frigged touch spell so i bumped it up a level and reworked the penalties to objects to make them a bit clearer.

All the spell effects are Open Game Content, so you can reproduce them in their entirety. Most of them are also reproduced in the Pocket Grimoires, which are OEF so copying the text is much easier. I think a lot of the spells could do with some streamlining, such as Adhere to Wood being rewritten as "spider climb, but climb speed 5 ft. on wood surfaces only," or removing the needlessly complex delayed effect of Acid Spittle and making it the same as any other attack spell. If you're concerned about some spells being overpowered, IMO it would be simpler to just increase their level rather than nerfing their effects.

Relics & Rituals included domains with multiple spells at each level, but never explained how this worked compared to the SRD domains that had only one spell per level. Spells & Spellcraft provides a solution below. The quoted text is Open Game Content and any 3pp that reproduces it must add "Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc." to their Section 15 Copyright Notice. I don't think this should really upset balance for clerics in any measurable way, since they still have only one domain slot per level per day.

Spells & Spellcraft, pg. 5 wrote:Alternate Domain Spells
Many of the spells presented in this book have domain spell levels, such as Protection 5. With the DM’s permission, a cleric with access to these domains may substitute or add these spells to his domain spell list. If he adds them to his list, then he may choose either the standard domain spell or the new spell when he prays for his daily allotment. If he substitutes the spell, then he has access to only that spell for the appropriate domain level. This choice should be final and irreversible.

I'll be going through the Pocket Grimoires copying over all available spells from R&R into a Word document, along with the domain rule above. Cliffrice, if you have any suggestions for spell corrections and spell lists, I'd like to hear them.

I don't know of any 3pp that used spells from R&R2, unfortunately. However, I noticed that several spells will probably have to change their schools and math, because between 3.0 and 3.5 a lot of spells in the SRD changed their mechanics. For example, here's a streamlined acid spittle spell that follows the guidelines of 3.5:

Notes: Thought this spell should be a druid spell sense it thematicaly fit. Added a non metal material component for druids.

Hi Cliff, great work on the conversion! This was next on my list due to the work on tattoo magic. Might I recommend making it Transmutation (Polymorph [evil]). I'd also keep it as sorcerer/wizard 6 as it's comparable to Form of the Dragon I, but has the benefit of being able to target others. I can't find any form alteration spells that have a duration longer than 1 min/level, so I'd also drop it to that. Not sure I agree with your choice of adding it to Druid list. Druids have Wild Shape, their spells seem to avoid these kind of spells. I'd probably not include it as a Cleric or Druid spell but add it to a Domain as a spell choice. Maybe Darkness or Moon?

Only my 2 pence worth, what do you think?

Last edited by Kaang on Sat Jul 26, 2014 10:47 am, edited 1 time in total.

The caster is able to belch forth a small glob of potent acid at a nearby opponent. After pronouncing the verbal component, the caster imbibes the material component, which completes the spell. This is concentrated and transformed in to acid as it goes down the throat. The caster is protected from it for 1 minute per level, but if it is not spat out by then, it will do maximum damage to the caster internally. The caster may spit the acid at any time as a thrown splash weapon with a range of 10 feet that deals 1d6 acid damage +1/2 levels (max 5) to the target and 1 point of splash damage +1/ 2 caster levels (max 3 total).

Notes: Thought this spell should be a druid spell sense it thematicaly fit. Added a non metal material component for druids.

Hi Cliff, great work on the conversion! This was next on my list due to the work on tattoo magic. Might I recommend making it Transmutation (Polymorph [evil]). I'd also keep it as sorcerer/wizard 6 as it's comparable to Form of the Dragon I, but has the benefit of being able to target others. I can't find any form alteration spells that have a duration longer than 1 min/level, so I'd also drop it to that. Not sure I agree with your choice of adding it to Druid list. Druids have Wild Shape, their spells seem to avoid these kind of spells. I'd probably not include it as a Cleric or Druid spell but add it to a Domain as a spell choice. Maybe Darkness or Moon?

Only my 2 pence worth, what do you think?

Those are some verry good points Kaang. I contemplated Druid because its seemed natureish and gives a hair more than Beast shapes. Looking at it i agree with Bumping the wizard levels.

Alternate Domain Spells
Many of the spells presented in this book have domain spell levels, such as Protection 5. With the DM’s permission, a cleric with access to these domains may substitute or add these spells to his domain spell list. If he adds them to his list, then he may choose either the standard domain spell or the new spell when he prays for his daily allotment. If he substitutes the spell, then he has access to only that spell for the appropriate domain level. This choice should be final and irreversible.

False WitnessSchool enchantment (charm) [mind-affecting]; Level bard 2, sorcerer/wizard 2Casting Time 1 standard actionComponents S, M (small mirror left with one of the spell’s targets—or at the location where the false meeting with the targets “occurred”)Duration 1 day/levelRange close (25 ft.+5 ft./2 levels)Target one creature/level, no two of which can be more than 30 ft. apartSaving Throw Will negates; Spell Resistance yes
Those affected by false witness will believe that the caster was in their company for up to one hour per level. These spurious memories will last for one day per level. After this time passes, the memories will fade. Those individuals unaffected by the spell will have no idea that the spell was cast, but their memories will conflict with those of the enchanted.

Animal AgentSchool enchantment (compulsion) [mind-affecting]; Level bard 3, druid 3, ranger 2, witch 3; Domain animal 3
This spell functions as animal messenger, except that it allows more complicated instructions to be given to the animal. Animal agent allows for up to three sets of instructions to be mentally impressed upon the animal. For example: go to a place, wait for something to happen, then return to a specified location (most likely, where the caster is or expects to be).

Shadow CoilSchool conjuration (creation) [shadow]; Level magus 3, sorcerer/wizard 3, witch 3; Domain shadow 2Casting Time 1 standard actionComponents S, F (shadow)Range medium (100 ft. + 10 ft./level)Effect one incorporeal rope-like tentacleDuration 1 round/level (D)Saving Throw none; Spell Resistance no
The caster can use this spell to animate any nearby shadow into a rope-like tentacle under her control. The tentacle stays rooted where the transmuted shadow fell upon the wall or floor, but the shadow tendril can extend 5 feet per level away to attack an opponent.
In most respects, this spell operates like the spell animate rope. The most notable difference is that the shadow coil is incorporeal. Attempts to physically sever or break it simply pass right through it, while the shadow instantly re-forms itself or flows around interposing objects to regain its continuity.
When the spell is cast, the caster indicates a target, and the shadow attacks it. A successful touch attack means the shadow has entangled a victim (the shadowy rope will seem quite solid to the victim). Since the animated shadow is considered to be anchored, it can hold a victim motionless if the caster so desires. Otherwise, the victim can move up to the length of the animated shadow away from the shadow’s anchor point.
A move action allows the caster to indicate a new target, whereupon the animated shadow will release its current victim, coil and spring upon its new target.

Armor of DecaySchool necromancy; Level alchemist 4, cleric 3, magus 3, sorcerer/wizard 3; Domain death 3Components V, S, M/DF (humanoid corpse; can be fresh, rotting, or even skeletal, so long as enough of it remains that it could be animated via an animate dead spell)Casting Time 1 standard actionRange personalTarget youDuration 1 hour/levelArmor of decay allows the caster to create magical armor from the remains of a humanoid. The armor grants a +2 enhancement bonus to AC, a -1 Armor Check penalty, and a 5% arcane spell failure penalty.

Bolstered daylight/darkness: This level of light is equal to either daylight or complete darkness. However spells with descriptors of Light or darkness are made more potent while weakening the other. Damaging spells have their damage dice increased by one dice type. While save dc's on non damaging spells are increased by one. Spells of the opposing descriptor are likewise weakened.

This spell can be used as a counter spell for any spell with the light or darkness descriptor.

Notes: Added wizards to the class list because it was invented by penumbral lords whom are primarily wizards. and this spell also makes sense as a wizard spell.